Ratings and Reviews by Jacqueline A. Lott

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View this member's reviews by tag: French Comp 2013 ParserComp ParserComp 2015
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Pinched, by Anonymous
1 of 2 people found the following review helpful:
Feels like an episode, February 9, 2014

We played this on ClubFloyd and really enjoyed it. It's short, fun, and when you're done it feels like you've experienced an episode of Firefly — complete with a twisty ending. Worthwhile.

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La Source De Zig, by Benjamin Roux
1 of 1 people found the following review helpful:
Cute, tiny game, February 3, 2014

This is an fairly adorable, small, quick to play game, and probably the only interactive fiction I've played where the PC is a zebra. It has a small, easy to map landscape, solid writing, and a clear goal.

I did hit one small snag... (Spoiler - click to show)Sometimes you need to be specific in conversations, and >ASK _____ ABOUT _____. Other times, even when you might think you're supposed to be *very* specific, you should just use >TALK TO _____. And don't even try giving commands to other characters in this game, even though that seems like a good approach; the game will tell you to leave that character alone, even when you may well be on the right track.

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Noir d'Encre, by Nathanaël Marion
3 of 3 people found the following review helpful:
Somewhat cruel, but worth playing, February 2, 2014

Noire d'Encre is a puzzlefest on a short fuse. Or rather, it's a game in which you have to find a lot of objects to solve a lot things, and you're on (what for me felt like) a very cruel timer. I'd say it's probably impossible to win on the first playthrough. If you're the sort that would take that as a challenge, have at it!

All that having been said, it is definitely worth playing, and it's worth playing in the dark, wearing headphones, at low- to mid-level volume. The game is laced with pretty awesome sound effects that are effective (difficult to pull off in IF!) and add to the game play.

In the long run, I'd love to see a second release of this that has a more merciful timer, an explanation as to how the PC came to be where she is, and a little brother with a bit more personality, but this first release is nevertheless a lot of fun. I'm very glad to have experienced it and I definitely won't forget it.

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Life On Mars?, by Hugo Labrande
4 of 4 people found the following review helpful:
Great at revealing backstory, and very immersive, February 2, 2014

I really enjoyed Life on Mars?, and found it to be a surprisingly immersive experience, even though it's not a terribly interactive game. This sounds counter-intuitive, perhaps, but because of the situation the PC is in, the approach felt very appropriate and was executed very well. I was less keen on the later game, but feel that this game is definitely worth playing for its somewhat novel approach to revealing backstory. Clearly the author put a lot of effort into this, and it paid off with a haunting experience that generates a great sense of empathy in the player.

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Heated, by Timothy Peers
1 of 1 people found the following review helpful:
A not-terribly-engaging puzzlefest, April 14, 2013

Heated is a game set in a boring apartment which the author describes as "meditative" and "sparsely decorated" to make us think his creative use of underimplementation was intentional. There's some mildly amusing writing, albeit not without its mechanical errors, and some unintuitive and unrealistic puzzle design. Then again, I'm a pretty productive member of society, and the PC in this game is a slacker who probably deserves to not get the raise that they're hoping to receive. Possibly I just can't relate.

Oh yeah, I forgot to mention the plot (this isn't a spoiler, it's something mentioned right after you start the game): you are already on warning at work, haven't had a raise in forever, and need to get to work early, looking sharp, and finish a report to put yourself in line for a raise. I'm sorry, but this is not the sort of escapism I'm looking for when I sit down to play interactive fiction. There's nothing to be learned here, no big aHA moments, just a not terribly engaging puzzle fest.

The game's one schtick is that your stress level goes up and down depending on stimuli. That could have been kind of fun, and is a good idea in and of itself, but the event context and setting in which it was used simply did not engage me enough to make me stick around to see if Peers did something interesting with it.

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Aotearoa, by Matt Wigdahl
2 of 2 people found the following review helpful:
Fun. Felt like an old skool CYOA ported to IF, April 14, 2013

(This review is based on the original IF Comp release.)

In many respects, I very much enjoyed Aotearoa. It was perhaps the closest I've ever come to experiencing the comforting old skool feel of a Choose Your Own Adventure ported to interactive fiction. The PC, the plot, the things that happen... it feels like something straight out of a good CYOA by Packard, and I mean that as a high compliment.

The game grabs you right away with a strong prologue that is appropriate to the story and gets your mind ready for an adventure set in the land of the Maori. The writing is strong and sure. But once the player is given the volition to move about and do things, some of the gaps start to show. I hate to point out those gaps, because Wigdahl has done some very, very good things here, but I found myself pretty frustrated.

The frustrations varied. One example: items mentioned in scenery descriptions that sounded useful for the current puzzle sometimes weren't actually implemented. In another instance, a very plausible alternate solution was unaddressed; I had everything I needed to solve the puzzle but the game said I didn't have the necessary items ((Spoiler - click to show)I had a straight stick, when what the game thought I needed was a board). There was a lot of rail roading and quite a few triggered events that were very difficult to figure out unless you got lucky and stumbled upon them or went for a hint. The conversation menu topics were pretty limited, and often avoided things that would have been very useful in favor of things I wasn't too curious about.

That said, I enjoyed quite a bit about this game. Some of the puzzles were quite clever and fun, and there were a fun command that allowed you to name the critters you encountered in the game. There was an element of backstory and character development lovingly crafted for this game that you don't often see in this sort of game, giving it an element of depth you wouldn't otherwise expect in this genre. The scenery descriptions were generally quite beautiful, with a definite sense of having been written by someone who spends time in the natural world.

Unfortunately, the greatest frustration of all was that I'm pretty sure I encountered a show stopping bug. My husband was one of the testers, and he took a look at my predicament and agreed. Sad way to end the game, seemingly about three-quarters of the way through, and before what I suspect was an interesting climax.

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Death off the Cuff, by Simon Christiansen
More than meets the eye, April 14, 2013

(This review is based on the original IF Comp release.)

We begin the game with a exceedingly clever and original premise (at least, not a premise that I've ever seen before). The writing is witty and fun... a few typographical errors here and there to distract, but the prose manages to do what it needs to do without being repetitive, which is a trap it could easily have fallen into given the premise.

This game is interesting in that it's almost entirely conversation driven, but you can only talk about objects in plain sight. This at first makes it seem as if the game will be pretty short, as you're in a room with six people and limited objects, but there is a lovely layering of detail that is not at first apparent, and it turns out there's more to the conversation than it would at first appear. The game looks as though it'll be a banana, but turns out to be a bit more of an onion, and this is a dreaful metaphor, so I'm going to move on and give this game a score.

It wasn't perfect, there were a variety of ways it could have been better. It probably deserves four stars, but I had a lot of fun, so I gave it five.

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The Blind House, by Amanda Allen
4 of 4 people found the following review helpful:
Says it's about plot, atmosphere and exploration, but is more of a puzzlefest, April 14, 2013

I started with this one by following the author's initial advice upon booting the game: I read the About text. It claimed that the focus of the game is more on plot, atmosphere and exploration rather than on intense puzzle-solving.

And then we started off with a bunch of puzzles. Plot-driven puzzles, mind you, but I found myself refreshingly all geared up for story, and suddenly I was trying to figure out how to lock doors and cover mirrors and get rid of light through the window so that I could fulfill the very pressing need of getting to sleep. Plot and atmosphere rather than puzzles, eh? I felt kind of betrayed right out of the gate on this one, and perhaps because the game promises to be not puzzly, there are no hints and alternative solutions don't work the way they should.

The other initial impression I had, though, was a positive one: nice art, author-drawn, with good use of Glulx features. There's a nicely crafted, aesthetically pleasing map visible during play, which shows the layout of objects mentioned in room descriptions. It provides a better sense of place. There's also an image of the two characters in the game, and I'm curious if this image will change as the story progresses (sadly, it turns out that it does not, though that would have been a nice feature).

The game also says I'm supposed to be thinking about things a lot. I try that a bit. I try to think about the thing that's most pressing on my mind right now, according to the status bar, and can't figure out a way to think about that. I'm not sure what that refers to, the game tells me.

And then here we go again, with some more puzzles. Here's the thing, Author: I like puzzleless IF, so please don't build me up to believe I'm going to experience a game that's puzzleless, and then put scavenger hunts and look-behind-object puzzles in my way.

I sense that the game, though solid in writing and intriguing in plot, could really have benefited from more testers/testing, and that makes me a little sad, because there's a lot that's solid here and it feels so close to being really good. But it's frustrating me just enough to be annoying.

I can't decide if the game was ultimately intentionally surreal and disjointed due to perceived themes of mental illness or just... well... if it was just really screwed up writing.

Anyway, my husband wishes I'd had a microphone recording me while I played this, because this game drew from me a whole range of audible emotions: loud sighing, profanity, frustrating grrs, nervous laughter, a couple of fairly loud outbursts, and once (just for effect) I slammed a nearby stool into the carpeting. I had an audience, though. I was conscious of that.

This is probably a two star game, but it's almost a three, and I am the sort who likes to give the benefit of the doubt, so I'll give it a three. Sad, though, as this could have done so much better.

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Rogue of the Multiverse, by C.E.J. Pacian
0 of 1 people found the following review helpful:
I wanted to like this more, April 14, 2013

I generally love C.E.J. Pacian's work, and the cover art was lovely, so I was looking very forward to playing this. Then I actually launched the game, and I found myself in a cell. And the cell door was open. Like, I didn't even have to escape the cell. And there was this boring bit of walking and not really looking at much because there isn't much to look at and the descriptions weren't all that engaging and CEJPacianesque.

I don't know what it is. Maybe it's the title of the game. Maybe it's that it's science fiction (not my thing). Maybe it's that it starts not so much on a railroad as a rollercoaster. Maybe it's that I hit a runtime error about a dozen moves in. Maybe it's that I was in the mood for saying damn the gender binary! I mean, we finally get into the Pacianisms, and that's amusing enough, but I still felt... well, not so much railroaded, more like I was in one of those little carts at Dollywood with a bar across my waist, knowing I was going to have to sit there and listen to the recorded dialog of silly people.

As I said, I like Pacian, so I stepped away for a bit, played something else, and came back hoping I'd start to really feel engaged. But I never really was. That makes me kind of sad. I think this is simply Not My Kind of Game. I decided to step away again, but this time I didn't come back.

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The Chronicler, by John Evans
1 of 2 people found the following review helpful:
Unfinished and should not have been released, April 14, 2013

The Chronicler has a great title, and an author whose e-mail address ends in alum.mit.edu, and some of the initial writing is decent, but upon actually playing the game, I started to see gaps in its implementation. I then checked out the ABOUT text:

Chronicler is a short game for the Interactive Fiction Competition 2010. Unfortunately, due to time constraints it's only half finished, or perhaps three-quarters. I can only hope that you'll find some amusement from the manipulations of objects it affords, while apologizing for the shortness of the experience.
And that was when I quit. Thanks for wasting a few minutes of my evening, Mr. Evans. You might have gotten higher than a 1 had you not actually admitted that you knew (you knew!) that what you were entering wasn't comp worthy.

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